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refactor(gameplay): separate player logic into manager and ECS components
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@@ -1,15 +1,20 @@
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#pragma once
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#include "Cubed/gameplay/entity.hpp"
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#include "Cubed//gameplay/ecs/server_entity.hpp"
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#include "Cubed/gameplay/world.hpp"
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namespace Cubed {
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class PhysicalSystem {
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public:
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static glm::vec3 get_move_distance(float dt, const Entity& e);
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static std::tuple<bool, bool, bool> update(float dt, Entity& e,
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static glm::vec3 get_move_distance(float dt, const Direction& d,
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const Velocity& v);
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static std::tuple<bool, bool, bool> update(float dt, ServerEntity& e,
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World& world);
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static std::tuple<bool, bool, bool>
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update(float dt, Entity& e, World& world, glm::vec3& moved_pos);
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update(float dt, ServerEntity& e, World& world, glm::vec3& moved_pos);
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static std::tuple<bool, bool, bool>
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update(float dt, World& world, glm::vec3& moved_pos, Velocity& v,
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Direction& direction, MoveState& move_state, HitboxID hitbox);
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private:
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};
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